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#1
Hello everyone,

I'm trying to simplify my code rather than using if and else statements and wish to convert it all to switch statements

For example:
Code: ags
 switch(player.HasInventory(item.ID))
 {
  case 1: do this; break;
  case 2: do that; break;
  default: yadda yadda; break;
 }

P.S I know this doesn't work as I'm trying to find a way to extract the item's ID and use it here but I keep running into a problem of cannot convert an ini into an inventory item.

Any help will be greatly appreciated :)
#2
Hello everyone,

I am having trouble opening my game, I think it may have something to do with the translation files. Here's the error but I am not sure I understand it correctly:



Any help would be greatly appreciated
#3
Hello everyone,

I'm not sure if this is a thing but I was wondering if I could export all masks for every room at once rather than going into each room and exporting them one by one. Just a convenience thing really but if not I'll manage :)

Thank you all in advance!
#4



Introduction


Hello everyone! I present my next AGS project Just Ignore Them: Brea's Story.

On her way to cover the biggest story of her career, Brea Tena fumbles her way into a dark mysterious
town called Ash Pines, the birthplace of the tragic events that took place in Just Ignore Them. Brea's Story is a
prequel to my previous game Just Ignore Them, taking place right before her interactions with Mark.

This adventure game is heavily stylized after Hideo Kojima's classic title Snatcher and Snatcher SD, combining
the two elements together to give you a more unique, yet retro experience.

Features



  • Top-down styled gameplay, like classic rpg's (This game is not an RPG by the way!)
  • A farmilliar yet simple keyboard-controlled, text-based interface
  • An expansive/emersive world in a tiny pixelated style.
  • Multiple paths branching paths
  • Achievements(In progress!)
  • Original soundtrack done by yours truly :)
  • Definately made in AGS!

Screenshots


Spoiler







[close]

Sample Soundtrack


https://soundcloud.com/stranga-studios/jit-breas-story-hospital-heist?si=65ffddcbc4194f6f89816eb6efc81ac1&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing

PART 1 is completed and can be purchased, and a free demo is available, check the links below!

Website


You can find all information, social media, and stores on my website:
strangagames.com

Download Demo/Part 1


Gamejolt:https://gamejolt.com/games/jit_breastory/661294
Itch.io:https://stranga.itch.io/jitbs
Steam:https://store.steampowered.com/app/1900280/Just_Ignore_Them_Breas_Story_Tape_1/
#5

DEMO link included! See below!






The story is about Ash. An ordinary girl who takes a journey through a mysterious spirit world filled with strange spirits. Ash must find her way back home, before something else finds her. The game is a canon prequel to one of my previous games 'My Big Sister' which will tell the story of the events that led to the red witch.

Screenshots:
Spoiler

























[close]

Languages

  • English
  • Portuguese
  • German
  • Russian
  • Turkish

Links to Game and Demo:
STEAM:
https://store.steampowered.com/app/1259140/Ashina_The_Red_Witch/
ITCHIO:
https://stranga.itch.io/ashinatheredwitch
GAMEJOLT:
https://gamejolt.com/games/ashinatheredwitch/656350

DEMO/PROLOGUE:
Steam:https://store.steampowered.com/app/1259180/Ashina_The_Red_Witch_Prologue/
Itch.io:https://stranga.itch.io/ashinatheredwitch

checkout/follow me on Twitter: https://twitter.com/StrangaGames
#6
Hello everyone,

This is more of a trial and error sorta thing as I haven't yet added anything like this to a game, but what I'm intrigued about is if it is possible to make multiple separate inventories for the one character/player?
My idea was to have the player's normal inventory, then another for say like a particular group of items, sorta similar to the old pokemon games how they separated their inventories into categories if that makes sense.

Like normal items then key items...and so on, but I'm not sure IF you can do this in AGS using the inbuilt systems(which would be nice!)

Any help would be greatly appreciated :)

#7




Introduction


Hello everyone! I present my next AGS project Just Ignore Them: Brea's Story.

On her way to cover the biggest story of her career, Brea Tena fumbles her way into a dark mysterious
town called Ash Pines, the birthplace of the tragic events that took place in Just Ignore Them. Brea's Story is a
prequel to my previous game Just Ignore Them, taking place right before her interactions with Mark.

This adventure game is heavily stylized after Hideo Kojima's classic title Snatcher and Snatcher SD, combining
the two elements together to give you a more unique, yet retro experience.

Features



  • Top-down styled gameplay, like classic rpg's (This game is not an RPG by the way!)
  • A farmilliar yet simple keyboard-controlled, text-based interface
  • An expansive/emersive world in a tiny pixelated style.
  • Multiple paths branching paths
  • Achievements(In progress!)
  • Original soundtrack done by yours truly :)
  • Definately made in AGS!

Screenshots


Spoiler







[close]

Sample Soundtrack


https://soundcloud.com/stranga-studios/jit-breas-story-hospital-heist?si=65ffddcbc4194f6f89816eb6efc81ac1&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing

Progress


Story: 40%
Scripting: 100%
Graphics: 40%
Sound/Music: 40%

PART 1 is completed and can be purchased, and a free demo is available, check the links below!

Website


You can find all information, social media, and stores on my website:
strangagames.com

Download Demo/Part 1


Gamejolt:https://gamejolt.com/games/jit_breastory/661294
Itch.io:https://stranga.itch.io/jitbs
Steam coming soon!
#8
Not sure if this has been mentioned before but I thought it may be nice to add an option to the room's settings in the editor to select an ambient/music track to play for that room only and stop playing when exiting. It's not a major thing just a suggestion :)

Like somewhere here:
Spoiler
[close]
#9
Hello everyone, I'm trying to make a keyboard based password input system, rather than typing the password I have it set to scroll through letters for each slot. So far no errors but when I check the debug notes in game it states that all my key presses apart from my action/enter key are blocked and I'm stumped why

I appreciate any/all help :)

EDIT: My bad guys, just found the problem, was running another blocking script with the dialogue system, sorry for the fuss.

Here's the whole passoword script:

Spoiler
Code: ags

// Password Script

int PassCursor = 0;
import int  KeyUp[2];
import int  KeyDown[2];
import int  KeyLeft[2];
import int  KeyRight[2];
import int  KeyAction[2];
import int  KeyBack;
import int  KeyMenu;
import int  KeySprint[2];
import int KeyInventory;

Label* TB(int index)
{
  if(index == 0){return lPassBox0;} 
  if(index == 1){return lPassBox1;}  
  if(index == 2){return lPassBox2;}  
  if(index == 3){return lPassBox3;} 
  if(index == 4){return lPassBox4;}  
  if(index == 5){return lPassBox5;}
}

function InitPasswordBox()
{
  for(int i=0;i<6;i++)
  {
    TextBox* tb = TB(i);
    Label* tb = TB(i);
    tb.Text = " ";
  }
}

function StartPasswordBox()
{
  //InitPasswordBox();
  lbActionBar.Visible = false;
  PassCursor = 0;
  gPassword.Visible=true;
  PauseGame();
}

function PasswordBoxUp()
{
  Label* tb = TB(PassCursor);
  int c = tb.Text.Chars[0];
  if(c == ' ') c = 'A';
  else c = c + 1;
  if(c > 'Z') 
    c = ' ';
  tb.Text = tb.Text.ReplaceCharAt(0, c);
  //aClick2.Play();
}

function PasswordBoxDown()
{
  Label* tb = TB(PassCursor);
  int c = tb.Text.Chars[0];
  if(c == ' ') c = 'Z';
  else c = c - 1;
  if(c < 'A') 
    c = ' ';
  tb.Text = tb.Text.ReplaceCharAt(0, c);
  //aClick2.Play();
}

function PasswordBoxLeft()
{
  int PassCursorWas = PassCursor;
  PassCursor = PassCursor-1;
  if(PassCursor<0) PassCursor=0;
  //if(PassCursor != PassCursorWas)
  //aClick2.Play();
}

function PasswordBoxRight()
{
  int PassCursorWas = PassCursor;
  PassCursor = PassCursor+1;
  if(PassCursor>5) PassCursor=5;
  //if(PassCursor != PassCursorWas)
  //aClick2.Play();
}

function on_key_press(eKeyCode keycode) 
{
if(gPassword.Visible)  
{
  switch(keycode)
  {
    case KeyAction[0]:
    case KeyAction[1]:      
      if (lPassBox0.Text == PassLetter1 && lPassBox1.Text == PassLetter2 && lPassBox2.Text == PassLetter3 &&
          lPassBox3.Text == PassLetter4 && lPassBox4.Text == PassLetter5 && lPassBox5.Text == PassLetter6)
          {
           gPassword.Visible=false;
           UnPauseGame();
          }   
          else
          { 
           gPassword.Visible = false;
           UnPauseGame();
          // player.Speak("Didn't work.");
          // CloseTextBox();
          }
      break;
    //handle input on box
    case KeyUp[0]: 
    case KeyUp[1]: 
    PasswordBoxUp(); 
    break;
    
    case KeyDown[0]:
    case KeyDown[1]:
    PasswordBoxDown(); 
    break;
    
    case KeyLeft[0]:
    case KeyLeft[1]:
    PasswordBoxLeft(); 
    break;
    
    case KeyRight[0]: 
    case KeyRight[1]:
    PasswordBoxRight(); 
    break;
  }
}
}

function repeatedly_execute_always() 
{
//make cursor track current cursor selection
if(gPassword.Visible)
{
  Label* tb = TB(PassCursor);
  bTextboxCursor.SetPosition(tb.X, tb.Y+16); 
}
}

[close]
#10
Hello everyone,

I was wondering if there is a way to change the color of 1 or 2 words out of a string rather than just the whole string? I had a look at possibly using the Text Phraser but was wondering if there were a way to do it in code first. Any help would be greatly appreciated :) Also going through the manual now to see if I've missed anything related to this.

For example: (The underlined word is in a different color from the main string)
[imgzoom]https://www.newgrounds.com/dump/draw/d9042468b11d57636f74c504539b967f[/imgzoom]
#11
Hello everyone,

I'm trying out an idea I had to add some visual effects to an almost completed game and I don't really want to redo all the art. My idea was to add screen overlay images (Like a dirty tv glass screen or something) and I had an idea to use cameras (I hope I'm on to something, ha!).

My idea was to increase the size of the viewport and zoom the camera in to fill the game window (So it still looks like it originally does) then I want to place a GUI overlay with the screen effects over say the camera lens, that way I can use higher-res images on top of pixel art without having to resize the art.

Not sure if this makes sense but if there is anyone that could help I'd be very grateful! 
#12
Hello everyone,

I was wondering if there is a way to get the current room's description as a string without using a custom property. I'm making a custom save screen and would like to use what current room the player is in to display on the save slot in the load screen. I know I can do it with custom properties but want to see if there is a way to just grab it straight from the room's description. Any help would be greatly appreciated :)
#13

I'd like to announce on the AGS forums my next big project! Ashina: The Red Witch!
DEMO link included! See below!




The story is about Ash. An ordinary girl who takes a journey through a mysterious spirit world filled with strange spirits. Ash must find her way back home, before something else finds her. The game is a canon prequel to one of my previous games 'My Big Sister' which will tell the story of the events that led to the red witch.

Screenshots:
Spoiler













[close]

Gifs: Warning! May take time to load!
Spoiler


























[close]
Development Progress:
Story: 100%
Scripting: 70%
Graphics: 90%
Sound/Music: 70%

Expected completion date: (Hopefully) September-November 2021

Links to Updates and Demo:
For way more update screenshots/videos checkout/follow me on Twitter: https://twitter.com/StrangaGames
Kickstarter page: https://www.kickstarter.com/projects/strangagames/ashina-the-red-witch?ref=user_menu

You can download the DEMO/PROLOGUE from here:
Steam:https://store.steampowered.com/app/1259180/Ashina_The_Red_Witch_Prologue/
Itch.io:https://stranga.itch.io/ashinatheredwitch
#14
Hello everyone,

I was wondering if there was a way to scroll (jump) straight to the top item in an inventory window. I'm aware of InventoryWindow1.ScrollUp() but I'm looking for a way to jump straight to the first item every time you open up the inventory. Any help would be greatly appreciated :) 

EDIT: All good, solved it myself. Was having a major mental block haha! :S

Code: ags

  if (InventoryWindow1.TopItem > 0) 
  {
  InventoryWindow1.ScrollUp();
}


#15
Hello everyone,

I'm looking at creating a text list like inventory. I have an idea to use a list box along side an invisible inventory window to select the item in the list and just use an updater to check if the player has an item it would update the name in the list box. But I'm not sure how to implement it exactly (of if it can be done!). Any help would be greatly appreciated :)
#16
Hello everyone,

I'm having trouble trying to figure out something. I've set up my game to use keyboard only so I made a key binding script where each key press to be controlled another variable. The reason behind this is so the player can change keys if they don't like the default ones.

Now, what I'm having trouble with is I would like to set 2 keys to 1 binding. Are you able to add two different int's to one?

Here's the start of the code.
Code: ags

eKeyCode KeyUp;
eKeyCode KeyDown;
eKeyCode KeyLeft;
eKeyCode KeyRight;
eKeyCode KeyAction;
eKeyCode KeyBack;
eKeyCode KeyMenu;
eKeyCode KeySprint;
eKeyCode KeySkip;
eKeyCode KeyInventory;

function game_start() 
{
  KeyUp = eKeyUpArrow;
  KeyDown = eKeyDownArrow;
  KeyLeft = eKeyLeftArrow;
  KeyRight = eKeyRightArrow;
  KeyAction = eKeyZ;
  KeyBack = eKeyX;
  KeyMenu = eKeyEscape;
  KeySkip = eKeyEscape;
  KeySprint = eKeyC;
  //KeySprint = 406;//Right Crtl
  KeyInventory = eKeyE;
}


I've also tried this and not sure if it was supposed to work or not:
Code: ags

  KeyUp = eKeyUpArrow || eKeyW;


Any help would be greatly appreciated.

P.S Sorry if this doesn't make much sense, it's a little hard to explain.
#17
Hello everyone,

What I want to achieve is in the title. I'm trying to make a keyboard playable game and somewhat replicating the Resident Evil classic inventory. I was wondering if I'm able to check/activate what inventory item a GUI Button is hovering over. I'm using a single button as a cursor to switch between different elements.

Firstly, is it possible to do this or would I have to manipulate the mouse and process clicks to use the inventory?

Secondly, I have an idea on how I could do it. I tried this:

Code: ags

InventoryItem *iat = InventoryItem.GetAtScreenXY(btnInvCursor.X, btnInvCursor.Y);

player.ActiveInventory = iat; 


But it doesn't seem to work(I'm not sure if GetAtScreen works with GUI layers?). Any help would be greatly appreciated!

:)
#18
Hello everyone,

I'm looking at making an item randomizer to change up replay-ability. I have an idea in mind but unsure how to execute it. I'm wondering if there's a way to check if the player already has that item then give them a different random item. I'm designing certain sections where you progress differently and thought this may be something cool to add to the game. 

I found some code (which I've tweaked a little) in an older forum which gives the player random items but doesn't really check if they already have that item and give them a different one.

Code: ags


#define ITEM_COUNT 15  // index 0 - 14
InventoryItem* item[ITEM_COUNT];

function game_start()
{
  item[0] = iRoom4Key;
  item[1] = iRoom2Key;
  item[2] = iStoreKey;
}


void GetItem( ) {
  int randomIndex;
  while (true) {
    randomIndex = Random(ITEM_COUNT - 1);
    if (item[randomIndex]) break;
  }
    Display("Item: %s found!", item[randomIndex].Name);

    player.AddInventory(item[randomIndex]);
    item[randomIndex] = null;
}




Any help will be greatly appreciated :)
#19
Hello everyone,

I am looking for someone to write a story and program it in AGS! I'm working on my own titles but I tend to get distracted quite a lot and start newer ones that go nowhere. Hence it may be a better idea to partner up with someone with a creative mind! This will help give me something to do when I have nothing to do (My free time). I know a lot of you will say "just work your own games", but I tend to burnout myself from working on the same things day in and out. This will help me take my mind off things, plus I'm looking to meet new people :)

There are a few conditions to this offering though (nothing bad, I promise!):


  • The game has to be accustomed to a consoles. Helps the porters when porting the game. That means the player will be controlled by keyboard rather than mouse movements(I have a few scripts for that anyway)
  • I'll be doing the artwork, animations, sound and music (Gives me a break from scripting). So I'll need someone who can script and build things in AGS (i.e like scenes, dialogue, puzzle ideas and more.)
  • I want to see what you come up with as a story idea! The whole point is to help someone's creation come to life! So I need someone to write the story, dialogue, characters and script them all!
  • Have to work under a publisher (This is how I gain most of my income) So it will be under a revenue share arrangement and not upfront payment (Sorry)
  • I tend to make a lot of horror themed based stuff. So if you're into that market I'm all for it! :) (Just no medieval stuff please. Looking for more of a modern setting.)

If you're interested hit me up at strangastudios@gmail.com (If you have discord even better! I'll give it out in my email)

I'll be leaving this open for a few weeks until I either find someone or get no replies. I'm only looking for one person so far, but hit me with your best story ideas! :)

Some of my previous/current games I've worked on: https://stranga.itch.io
#20
Hello everyone.

I'm trying to experiment with my latest game. I want it to play out as if it were a normal adventure game but with a ghost that randomly appears every now and then and chases you if you get too close.

What I'm trying to achieve is changing the state of the ghost (or even create a state machine if I can). So far I have it set down to say if the player is 30 pixels away from the ghost, the ghost chases the player. If the player is >30 pixels, it stops chasing you and returns to it's random movement.

Code: ags

function repeatedly_execute() 
{

 //CHOST CHASE PLAYER 
 if (player.x - cGhost.x < 30 && player.y - cGhost.y < 30)
  {
    EnemyChase = true;//Set state
    cGhost.SetWalkSpeed(-1, -1);
    cGhost.FollowCharacter(player, 0, 0);
  }
  else  //GHOST RANDOM MOVEMENT
  {
    EnemyChase = false;//Set state
    cGhost.SetWalkSpeed(-3, -3);
    int walkx = Random(System.ViewportWidth + cGhost.x);
    int walky = Random(System.ViewportHeight + cGhost.y);
    if (GetWalkableAreaAt (walkx, walky) == 1) 
      {
        cGhost.Walk(walkx + 73, walky - 73, eNoBlock, eWalkableAreas);
      } 
  }


I'm not exactly sure how this sorta thing works with AGS, but any help would be greatly appreciated! :)
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